Name: Nivirea (last name unknown by the Wayward Wanderers in-game if memory serves?)
Ancestry: Human (with Fey blood)
Background: Noble
Deity: Good Question! =)
Class: Sorceress - 1st Level
Size: Medium
Alignment: Chaotic Good
Speed: 25 feet per action (25' base, no armor penalty).
Gender: Female
Age: 21
Hair: Black / Shoulder Length
Eyes: Green
Height: 5'7 (170 cm)
Weight: 132 lb (60 kg)
Strength: 11 (+0)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 21 (+5)
Hit Points: 15/15 (+8 Ancestry, +6 Class, +1 Constitution)
Armor Class: 18 (10, +2 Dexterity, +2 Amulet of Natural Armor, +2 Ring of Force Shield, +2 Ring of Deflection)
Touch Armor Class: 16 (10, +2 Dexterity, +2 Ring of Force Shield, +2 Ring of Deflection)
Resonance: 6/6 (Charisma modifier + character level)
Spell Points: 5/5
Hero Points: 1/1
Maximum Bulk: 4 (STR modifier + 5 = encumbered. Cannot carry STR modifier +10).
Fortitude Save: +4 (+0 Trained, +3 Con, +1 Cloak of Resistance)
Reflex Save: +3 (+0 Trained, +2 Dex, +1 Cloak of Resistance)
Will Save: +4 (+2 Expert, +1 Wis, +1 Cloak of Resistance)
Signature Ability: Nymph-Blooded
Like the very nymphs she claims heritage to, Nivirea radiates a permanent aura of sexual affinity toward all creatures with a natural sexual attraction toward creatures like her. This effect provides her with a +1 Skill bonus toward social rolls of all kinds concerning such creatures (whether or not she is aware of it).
Background: Noble
To the common folk, the life of a noble seems one of idyllic luxury, but growing up as a noble or member of the aspiring gentry, you know the reality: a noble’s lot is obligation and intrigue. Whether you seek to escape your duties by adventuring or to thereby better your station, you have traded silks and pageantry for an adventurer’s life.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You gain the Courtly Graces skill feat, and you’re trained in the Nobility Lore skill.
Feats
Total character feats: 3 (Ancestry Feat, Background Feat, 1st level Sorcerer Feat)
Ancestry Feat: Haughty Obstinacy
Your powerful ego makes it harder for others to order you around. If you succeed at a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead.
If a creature fails to Coerce you using the Intimidation skill (see page 150), it treats the result as a critical failure instead (so it can’t try to Coerce you again for 1 week).
Page: 37
Background Feat: Courtly Graces
You either were raised among the nobility or have learned proper etiquette and bearing as well as noble lineages, allowing you to present yourself as a member of the nobility. You can use the Recall Knowledge action with Society to gain useful facts about these topics, using the DC for Nobility Lore if it is
lower, and you can use your Society modifier on all Nobility Lore checks. If you want to impersonate a specific noble or create a false noble backstory for yourself, you still need to additionally use Deception when presenting yourself in your noble persona.
Prereqs: Society skill.
Page: 164
1st level Class Feat: Reach Spell (Sorcerer, Metamagic)
Trigger: You start to cast a spell that has a range. The spell must have a maximum of two spellcasting actions.
You add a Somatic Casting action to the casting of the triggering spell to increase its range by 30 feet. If the spell normally has a range of touch, you instead extend its range to 30 feet, and if the touch spell normally requires an attack roll or a touch attack roll, it now requires a ranged attack roll or a ranged touch attack roll, as appropriate.
Page: 131
Skills
Ranks are: Untrained (level -2), Trained (level + 0), Expert (level +1), Master (level +2), Legendary (level +3) - only Signature skills can be trained at Master or Legendary ability.
Perception - Trained
Total skill ranks: 8 (+5 Class, +3 Intelligence bonus). Skills chosen at 1st level are: Arcana, Crafting, Deception, Diplomacy, Intimidation, Nature, Society, Stealth.
Note: See Nivirea's Signature Ability (it affects some social interactions).
Acrobatics +1 (+2 DEX, -1 Untrained)
Arcana +4 (+1 level, +3 INT - Sorcerer Signature Skill, Trained by 1st level skills)
Athletics +1 (+2 STR, -1 Untrained)
Crafting +4 ([Alchemy] +3 INT, - Sorcerer Signature Skill, Trained by 1st level skills))
Deception +6 (+1 level, +5 CHA - Sorcerer Signature Skill, Trained by 1st level skills)
Diplomacy +6 (+1 level, +5 CHA - Sorcerer Signature Skill, Trained by 1st level skills)
Intimidation +6 (+1 level, +5 CHA - Trained by 1st level skills)
Lore: Nobility +4 (+1 level, +3 INT - Trained via Background)
Medicine 0 (+1 WIS, -1 Untrained)
Nature +2 (+1 level, +1 WIS - Sorcerer Signature Skill, Trained by 1st level skills)
Occultism +2 (+3 INT, -1 Untrained)
Performance +4 (+5 CHA, -1 Untrained)
Religion 0 (+1 WIS, -1 Untrained)
Society +4 (+1 level, +3 INT - Trained by 1st level skills)
Stealth +3 (+1 level, +2 DEX - Trained by 1st level skills)
Survival 0 (+1 WIS, -1 Untrained)
Thievery +1 (+2 DEX, -1 Untrained)
Languages: Abyssal, Common, Celestial, Elven, Infernal, Sylvan.
Class Features
You gain these abilities as a sorcerer. Abilities gained at higher levels list the requisite levels next to the features’ names.
Bloodline
You choose one bloodline to represent the magical ancestry that gives you your spellcasting talent. This choice determines the type of spells you cast,
the spell list from which you choose your spells, additional spells you learn, and additional signature skills you gain. You also gain Spell Points and special powers based on your bloodline. See Bloodlines on pages 129–130, and Casting Spells on pages 195–196.
Bloodline • Fey Influence from fey or other creatures of the First World gives you primal spells.
Note from Material Casting in Rulebook, page 195
If you’re a sorcerer Casting a Spell from the spell list that matches your bloodline, you can draw on the magic within your blood to replace any Material Casting actions that require material components with Somatic Casting actions. You can’t replace a Material Casting action that requires a spell focus.
Sorcerer Spellcasting
You have the power to cast spells using the Cast a Spell activity, and you gain access to the Material Casting, Somatic Casting, and Verbal Casting actions (see Casting Spells on pages 195–196). Because you’re a sorcerer, you can usually replace Material Casting actions with Somatic Casting actions, so you usually don’t need spell components.
Each day, you can cast up to two 1st-level spells, plus an extra 1st-level spell due to the power of your bloodline. The number of spells you can cast each day are called your spell slots. You must know spells to cast them, and you learn them via the spell repertoire class feature. As you increase in level as a sorcerer, your number of spells per day and the highest level of spells you can cast from spell slots increases, as shown on the Sorcerer Spells per Day table on page 129.
Some of your spells require you to attempt a spell roll to see how effective they are, or have your enemies roll against your spell DC. Since your key ability is Charisma, your spell rolls and spell DCs use your Charisma modifier. See page 291 for details on calculating your spell rolls and spell DCs.
Heightening Spells
When you get spell slots of 2nd level and higher, you can heighten lower-level spells to higher levels. You must learn them at the new level to do so, as described on page 192. The spontaneous heightening class feature lets you select two spells you can heighten freely.
Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to the highest level of spell you can cast as a sorcerer. For example, as a 1st level sorcerer, the highest level of spell you can cast is 1st, so your cantrips are 1st-level spells. As a 5th-level sorcerer, the highest level of spell you can cast is 3rd, so your cantrips are 3rd-level spells.
Spell Repertoire
At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline (see page 130). You choose these from the common spells on the spell list corresponding to your bloodline in this book, or from other spells on that spell list to which you gain access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.
You add to this spell repertoire as you increase in level. Each time you get a spell slot from Table 3–20, you add a spell to your spell repertoire of the same level. So when you reach 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and at 4th level you select a 2nd-level spell. Each time you learn spells of a new spell level, your bloodline also grants you both a new spell and a new spell slot of that level. As with other spell slots, you can use this bonus slot to cast any spell, not just the one your bloodline gave you.
Though you gain them at the same rate, your spell slots and spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn’t give you another spell slot, and vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you level up and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by
retraining during downtime (see page 318).
Bloodlines
Your magical power comes from your bloodline. Choose a bloodline as the source of your power. This bloodline has a major influence on your abilities, primarily by determining your spell list and the type of spells you cast. Your bloodline also grants you bloodline powers, which are special spells unique to sorcerers of your lineage, and a pool of Spell Points you can use to cast these powers.
You can cast a bloodline power only by spending 1 or more Spell Points, not by using spell slots. Like cantrips, bloodline powers are automatically heightened to the highest level of spell you can cast.
At 1st level, your maximum number of Spell Points is equal to your key ability modifier. As you gain advanced and greater bloodline powers, you also gain additional Spell Points, as indicated in your bloodline next to the power’s entry. You refresh all your Spell Points duringdaily preparations.
Reading a Bloodline Entry
A bloodline entry contains the following information.
Spell List: You use this magical tradition and spell list.
Bloodline Signature Skills: You are trained in the listed skills and add them to your signature skills.
Granted Spells: You automatically learn the spells listed here. At 1st level, you gain a cantrip and a 1st-level spell. You learn the other spells on the list as soon as you become able to cast sorcerer spells of that level. Whenever you gain a spell from your bloodline, you also gain a spell slot of that level, which you can use to cast any sorcerer spell, not just the spell granted by your bloodline. For instance, at sorcerer level 3, you’d learn the 2nd-level spell from your bloodline and gain another 2nd-level spell slot to cast any of your sorcerer spells.
Bloodline Powers: You gain these powers automatically—the initial power at 1st level, the advanced power at 6th level, and the greater power at
10th level. Initial powers always cost 1 Spell Point; the cost for later powers is listed in parentheses. When you gain an advanced or greater power, increase your Spell Point pool by the number of points the power costs to cast. As noted earlier, a bloodline power can be cast only by using Spell Points, not by using spell slots.
KEY ABILITY - Charisma
HIT POINTS - 6 + your Constitution modifier
PROFICIENCIES
Perception - Trained
Saving Throws
Trained in Fortitude (+0)
Trained in Reflex (+0)
Expert in Will (+2)
Skills
Trained in a number of skills equal to 5 + your Intelligence modifier
Weapons
Trained in simple weapons
Armor
Untrained in all armor
Spells
Trained in arcane, divine, occult, or primal spell rolls and DCs, as well as attack rolls in the same tradition, as indicated by your bloodline (see pages
129–130)
Signature Skills
Crafting
One or more determined by your bloodline (See Fey below)
Fey
A tryst in a moonlit grove or exposure to fey magic put the enchantment of the First World into your family’s bloodline. You can be capricious and emotional as the fey.
Spell List: Primal (see pages 201–202)
Signature Skills: Arcana, Deception, Diplomacy, Nature
Granted Spells: Cantrip: ghost sound; 1st: charm; 2nd: hideous laughter; 3rd: enthrall; 4th: freedom of movement; 5th: passwall; 6th: mislead; 7th: regenerate; 8th: irresistible dance; 9th: storm of vengeance
Bloodline Powers: Initial Power: faerie dust; Advanced Power: fey disappearance (2); Greater Power: ridiculous notion (2)
Cast as Sorcerer with Primal spells. DC = 15 (10 + Charisma modifier). A superscript "(H)” included after a spell’s name indicates that this spell has stronger effects when heightened. A superscript “(U)” indicates that the spell has an uncommon rarity, and a superscript “(R)” indicates that it is rare.
Cantrips available: Choose 4 to cast at will.
1st level spells available: 2 1st level spells per day.
Bloodline Powers
Initial Power: Faerie Dust
Bloodline Spells:
Cantrip: Ghost Sound; 1st: Charm
Cantrips
Dancing Lights
Detect Magic (H)
Light (H)
Prestidigitation
1st Level Spells
Burning Hands (H)
Grease
Weapons
Illuminating Kunai +2.
-- Range: 10 feet
-- Damage: d4+2 Piercing
-- Bulk L
-- Hands 1
-- Group: Knife
-- Traits: Agile, finesse, thrown 10 ft., versatile S, provides Light on command as a torch unlimited times per day.
Dagger
-- Range: 10 feet
-- Damage: d4 Piercing
-- Bulk L
-- Hands 1
-- Group: Knife
-- Traits: Agile, finesse, thrown 10 ft., versatile S.
Armor
Amulet of Natural Armor +2 (adds +2 to AC when worn)
-- Armor Bonus +2
-- Touch Armor Bonus +2
-- Dexterity Modifier -0
-- Check Penalty -0
-- Speed Penalty -0
-- Bulk 0
Ring of Deflection +2 (adds +2 to AC when worn. A simple silver band to ward against harm. Sylvan runes adorn its outer edge: "What wizards seek, faeries never lose." )
-- Armor Bonus +2
-- Touch Armor Bonus +2
-- Dexterity Modifier -0
-- Check Penalty -0
-- Speed Penalty -0
-- Bulk 0
Ring of Force Shield (as Shield spell but at +2 to AC, when active, the Raise a Shield action is always in effect)
-- Armor Bonus +2
-- Touch Armor Bonus +2
-- Dexterity Modifier -0
-- Check Penalty -0
-- Speed Penalty -0
-- Bulk 0
Magic Items
- Cloak of Resistance +1 - A sturdy black cloak with a folding hood. Provides +1 to all saving throws when worn.
- Chime of Opening (10/10 charges) - Dwarven-made, this little charm sings a tune that can come in handy. Metagame info: A chime of opening is a hollow mithril tube about 1 foot long. When struck, it causes locks, doors, portals, shackles, and the like to open. It automatically dispels a hold portal spell or even an arcane lock case by a wizard of lower than 15th level. This is a brand-new chime which can function 10 times. (GM Note: Unlike the normal version that cracks and becomes useless, this chime simply ceases to open things and can be recharged. The ringing sound is beautiful and something unique to hear and can be used as a signal. One can sound the chime without activating its magical properties if so desired.)
Adventuring Gear
Apparel
- Sorceress's Outfit (Black robes that fit tightly to the upper body and fall loosely around the legs, leaving the shoulders exposed. Adorned with woven dark green leaf patterns. Her boots are sturdy and comfortable with leaf-shaped buckles.
- Extra Outfit
Consumables
- Potion of Heal (restores 2d8+10 hit points in one draught; this fresh-smelling potion strongly hints of aloe vera plant mixed with strawberries)
- Waterskin x2 (full)
- Good Rations (2 weeks)
- Leather backpack
- Bedroll
- Oil Flask x3
- Hemp Rope 50ft
- Large Sack
- Small Sack x2
- Tinderbox
- Tindertwig x6
- Hooded Lantern
Wealth: 0 mc, 500gp, 0 sp
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